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At random times, I get this notification on console. Why would this ever happen ? (The #-1 sound definition thing)
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High Treason, on Mar 14 2010, 01:44 PM, said:
DeeperThought, on Mar 10 2010, 03:40 AM, said:
setvar I 0 whilevarvarn I NUMWALLS { setvarvar A I getwall[I].point2 B setvarvar K I whilevarvarn A B { addvar K 1 getwall[K].point2 B }
(...)
This post has been edited by Fox: 14 March 2010 - 10:11 AM
getactor[THISACTOR].htextra htextra ifvarg htextra 0 setvarvar k_damage htextra getactor[THISACTOR].htang a cos x a sin y a getactor[THISACTOR].htg_t 0 b // actor`s count - deacceleration mulvar b 8 setvarvar tmp k_damage // damage iffloordistl 10 // deaccelerate on ground subvarvar tmp b ifvarl tmp 0 setvar tmp 0 // clamping multiplier mulvarvar x tmp // roll force = damage - deacceleration mulvarvar y tmp shiftvarr x 12 shiftvarr y 12 setvar z 0 ifwasweapon RADIUSEXPLOSION // Additional up velosity from explossion { divvar x 3 divvar y 3 setvar z -100 subvarvar tmp b mulvarvar z tmp } movesprite THISACTOR x y z CLIPMASK0 RETURN
This post has been edited by M210: 22 March 2010 - 01:15 AM
The Commander, on Mar 24 2010, 08:45 PM, said:
This post has been edited by The Commander: 25 March 2010 - 08:04 PM
M210, on Mar 27 2010, 12:24 AM, said:
Fox, on Mar 27 2010, 01:51 AM, said:
This post has been edited by CraigFatman: 26 March 2010 - 03:41 PM
// all APLAYER code above if count 16 { addphealth 1 resetcount } // If one second isn't 16, tell me. enda
XThX2, on Apr 14 2010, 08:04 AM, said:
XThX2, on Apr 14 2010, 09:34 AM, said:
ifai AIT1IDLE // if the bad guy is in his idle state { ifcansee { getplayer[THISACTOR].posx PERPLAYER1 getplayer[THISACTOR].posy PERPLAYER2 getactor[THISACTOR].x TEMP1 getactor[THISACTOR].y TEMP2 subvarvar TEMP1 PERPLAYER1 subvarvar TEMP2 PERPLAYER2 getangle TEMP3 TEMP1 TEMP2 // get the angle he'd have to be at to be facing the player ifvarl TEMP3 0 { mulvar TEMP3 -1 } // and if that angle happens to be less than zero, multiply it by -1 setvarvar TEMP6 TEMP3 setvarvar TEMP7 TEMP3 // store that value in two separate vars for later use getactor[THISACTOR].ang TEMP5 // get the actor's actual angle subvar TEMP6 200 // subtract 200 from one of the stored values addvar TEMP7 200 // and add 200 to another, so this should create an array of values between TEMP7 and TEMP6 where the enemy can see the player ifvarvarl TEMP5 TEMP7 { ifvarvarg TEMP5 TEMP6 { ai AIT1WALK } } // if the bad guy's angle is greater than the minimum needed angle, but less than the maximum, have him seek the player
This post has been edited by EmericaSkater: 11 June 2010 - 10:36 AM
DeeperThought, on Jun 11 2010, 10:39 AM, said:
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This post has been edited by DeeperThought: 11 June 2010 - 11:56 AM
DeeperThought, on Jun 11 2010, 11:52 AM, said:
This post has been edited by Chip: 03 July 2010 - 07:33 AM
Chip, on Jul 3 2010, 04:55 AM, said: